#ifndef TERRAININFORMATION_H
#define TERRAININFORMATION_H

#include "d3dUtil.h"
#include "TypeUtil.h"

class TerrainInformation
{
public:
	// Filename of RAW heightmap data.
	std::string HeightmapFilename;

	// Texture filenames used for texturing the terrain.
	std::string LayerMapFilename0;
	std::string LayerMapFilename1;
	std::string LayerMapFilename2;
	std::string LayerMapFilename3;
	std::string LayerMapFilename4;
	std::string BlendMapFilename;

	// Scale and translation to apply to heights after they have
	// been loaded from the heightmap.
	float HeightScale;
	float HeightOffset;

	// Dimensions of the heightmap, and dimensions of the vertex grid
	// (i.e., if there is an m x n vertex grid, then the heightmap
	// should also be m x n so that there is a corresponding height
	// for each vertex).
	UINT NumRows;
	UINT NumCols;

	// The cell spacing along the x- and z-axes (see Figure 16.4).
	float CellSpacing;
};

#endif